mirror of
https://github.com/deater/dos33fsprogs.git
synced 2024-10-31 10:13:35 +00:00
0588697acb
also have unrelated credits change
564 lines
9.0 KiB
ArmAsm
564 lines
9.0 KiB
ArmAsm
;================================
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; spacebars gameplay
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;================================
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game:
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;===================
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; init screen
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bit KEYRESET
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;===================
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; init vars
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lda #15
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sta XPOS
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lda #38
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sta YPOS
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lda #0
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sta FRAMEH
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;=============================
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; Load graphic hgr
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lda #<background_hgr
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sta LZ4_SRC
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lda #>background_hgr
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sta LZ4_SRC+1
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lda #<(background_hgr_end-8) ; skip checksum at end
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sta LZ4_END
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lda #>(background_hgr_end-8) ; skip checksum at end
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sta LZ4_END+1
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lda #<$2000
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sta LZ4_DST
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lda #>$2000
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sta LZ4_DST+1
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jsr lz4_decode
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;==================
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; setup framebuffer
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lda #0
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sta ZPOS
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; lda #$12
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; sta FRAMEBUFFER+0
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; lda #$3f
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; sta FRAMEBUFFER+1
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; lda #$56
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; sta FRAMEBUFFER+2
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; lda #$78
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; sta FRAMEBUFFER+3
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; lda #$9A
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; sta FRAMEBUFFER+4
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; lda #$BC
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; sta FRAMEBUFFER+5
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; lda #$DE
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; sta FRAMEBUFFER+6
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; lda #$F0
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; sta FRAMEBUFFER+7
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; lda #$12
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; sta FRAMEBUFFER+8
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; lda #$3f
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; sta FRAMEBUFFER+9
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; lda #$56
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; sta FRAMEBUFFER+10
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; lda #$78
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; sta FRAMEBUFFER+11
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; lda #$9A
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; sta FRAMEBUFFER+12
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;=============================
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; Load graphic page1 $800
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lda #4
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sta DRAW_PAGE
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lda #$22
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jsr clear_gr
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;=============================
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; Load graphic page2 $c00
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lda #8
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sta DRAW_PAGE
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lda #$00
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jsr clear_gr
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lda #<score_text
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sta OUTL
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lda #>score_text
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sta OUTH
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jsr move_and_print
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lda #0
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sta DRAW_PAGE
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; GR part
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bit PAGE0
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;==============================
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; setup graphics for vapor lock
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;==============================
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jsr vapor_lock ; 6
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; vapor lock returns with us at beginning of hsync in line
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; 114 (7410 cycles), so with 5070 lines to go
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; so we have 5070 + 4550 = 9620 to kill
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jsr gr_copy_to_current ; 6+ 9292
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; now we have 322 left
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; GR part
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bit LORES ; 4
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bit SET_GR ; 4
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bit FULLGR ; 4
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; 322 - 12 = 310
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; - 3 for jmp
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; 307
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; Try X=9 Y=6 cycles=307
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ldy #6 ; 2
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sbloopA:ldx #9 ; 2
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sbloopB:dex ; 2
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bne sbloopB ; 2nt/3
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dey ; 2
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bne sbloopA ; 2nt/3
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jmp sb_begin_loop
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.align $100
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;================================================
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; Spacebars Loop
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;================================================
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; each scan line 65 cycles
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; 1 cycle each byte (40cycles) + 25 for horizontal
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; Total of 12480 cycles to draw screen
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; Vertical blank = 4550 cycles (70 scan lines)
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; Total of 17030 cycles to get back to where was
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sb_begin_loop:
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sb_display_loop:
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; 1 2 3
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;0123456789012345678901234567890123456789
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;LEVEL: 6 LIVES: 2 SCORE: 01978 HI: 02018
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; 0-7 = text mode
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; 8-87 = hgr
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; 88 - 168 = split
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; 169 - 191 = gr
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; 8 lines of text mode
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ldy #8 ; 2
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sb_text_loop:
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bit SET_TEXT ; 4
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lda #29 ; 2
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jsr delay_a ; 25+29
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dey ; 2
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bne sb_text_loop ; 3
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;================
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; 65
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; -1
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sb_hgr_loop:
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; delay 80*65 = 5200
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; 2180
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; -2
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; +1
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; -8
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;=========================
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; 3011
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bit SET_GR ; 4
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bit HIRES ; 4
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; draw sprite at same time
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lda #>ship_forward ; 2
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sta INH ; 3
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lda #<ship_forward ; 2
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sta INL ; 3
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jsr put_sprite ; 6
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; + 2164
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;===========
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; 2180
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; Try X=59 Y=10 cycles=3011
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ldy #10 ; 2
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sbloopC:ldx #59 ; 2
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sbloopD:dex ; 2
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bne sbloopD ; 2nt/3
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dey ; 2
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bne sbloopC ; 2nt/3
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sb_mixed:
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lda $0 ;kill 6 cycles (room for rts) ; 2
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ldx #9 ; 2
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ldy #9 ; 14 ; 126 ; 2
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sb_mixed_loop:
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lda ss_multiples,x ; 4
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sta split_smc+1 ; 4
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split_smc:
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jsr split_4 ; 6+46
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dey ; 2
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bne sb_mixed_loop ; 3
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; -1
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nop ; 2
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ldy #9 ; 2
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dex ; 2
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bne split_smc ; 3
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; -1
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; need to kill
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; -6 from offset
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; +1 fall through
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; -9 from check
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; +1 from other fallthrough
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;================
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; -13
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sb_all_gr:
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; 23 lines of this
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; 23 * 65 = 1495
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; -4
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; -13
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; =========
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; 1478
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bit LORES ; 4
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; Try X=41 Y=7 cycles=1478
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ldy #7 ; 2
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sbloopE:ldx #41 ; 2
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sbloopF:dex ; 2
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bne sbloopF ; 2nt/3
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dey ; 2
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bne sbloopE ; 2nt/3
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;======================================================
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; We have 4550 cycles in the vblank, use them wisely
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;======================================================
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; do_nothing should be 4550
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; -3470 draw_framebuffer
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; -533 setup framebuffer
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; -21 frame count
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; -34 keypress
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; -1 adjust center mark back
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; ===========
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; 491
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; Try X=11 Y=8 cycles=489 R2
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; Try X=8 Y=5 cycles=231
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nop
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ldy #8 ; 2
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sbloop1:ldx #11 ; 2
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sbloop2:dex ; 2
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bne sbloop2 ; 2nt/3
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dey ; 2
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bne sbloop1 ; 2nt/3
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jsr setup_framebuffer ; 6+527
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jsr draw_framebuffer ; 6+3464
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; Increment frame count
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; noflo: 16 + 2 + (3) = 21
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; oflo: 16 + 5 = 21
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inc FRAME ; 5
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lda FRAME ; 3
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and #3 ; 15 Hz ; 2
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sta FRAME ; 3
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beq sb_frame_oflo ; 3
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;============
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; 16
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; -1
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lda $0 ; nop ; 3
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jmp sb_frame_noflo ; 3
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sb_frame_oflo:
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inc FRAMEH ; 5
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sb_frame_noflo:
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; no keypress = 10+(24) = 34
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; left pressed = 9+8+12+(5)= 34
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; right pressed = 9+8+5+12 = 34
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lda KEYPRESS ; 4
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bpl sb_no_keypress ; 3
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; -1
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jmp sb_handle_keypress ; 3
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sb_no_keypress:
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inc $0 ; 5
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dec $0 ; 5
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inc $0 ; 5
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dec $0 ; 5
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nop ; 2
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nop ; 2
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jmp sb_display_loop ; 3
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sb_handle_keypress:
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bit KEYRESET ; clear keypress ; 4
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cmp #'Q'|$80 ; 2
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beq sb_exit ; 3
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; -1
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sb_check_left:
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cmp #$08|$80 ; left ; 2
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bne sb_check_right ; 3
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; -1
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dec XPOS ; 5
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nop ; nop ; 2
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lda $0 ; nop ; 3
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jmp sb_display_loop ; 3
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sb_check_right:
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cmp #$15|$80 ; 2
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bne sb_exit ; 3
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; -1
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inc XPOS ; 5
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jmp sb_display_loop ; 3
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sb_exit:
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rts ; 6
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.align $100
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; total =
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; 4 wide: = 53
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; 12 wide: = 253
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; 20 wide: = 421
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; 28 wide: = 813
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; 36 wide: = 757
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; 40 wide: = 1161
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; 6
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;====================================
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; 3464
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draw_framebuffer:
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; 2 + (4*(X*8)+5) -1 =
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; 2 + 4*(8+5) -1 = 85
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ldx #4 ; 2
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fb4_loop:
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lda FRAMEBUFFER+0 ; 3
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sta $5a8+18-1,x ; 5
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dex ; 2
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bne fb4_loop ; 3
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; 2 + (12*(X*8)+5) -1 =
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; 2 + 12*(16+5) -1 = 253
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ldx #12 ; 2
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fb12_loop:
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lda FRAMEBUFFER+1 ; 3
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sta $628+14-1,x ; 5
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lda FRAMEBUFFER+2 ; 3
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sta $6a8+14-1,x ; 5
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dex ; 2
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bne fb12_loop ; 3
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; 2 + (20*(X*8)+5) -1 =
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; 2 + 20*(16+5) -1 = 421
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ldx #20 ; 2
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fb20_loop:
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lda FRAMEBUFFER+3 ; 3
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sta $728+10-1,x ; 5
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lda FRAMEBUFFER+4 ; 3
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sta $7a8+10-1,x ; 5
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dex ; 2
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bne fb20_loop ; 3
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; 2 + (28*(X*8)+5) -1 =
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; 2 + 28*(24+5) -1 = 813
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ldx #28 ; 2
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fb28_loop:
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lda FRAMEBUFFER+5 ; 3
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sta $450+6-1,x ; 5
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lda FRAMEBUFFER+6 ; 3
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sta $4d0+6-1,x ; 5
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lda FRAMEBUFFER+7 ; 3
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sta $550+6-1,x ; 5
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dex ; 2
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bne fb28_loop ; 3
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; 2 + (36*(X*8)+5) -1 =
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; 2 + 36*(16+5) -1 = 757
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ldx #36 ; 2
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fb36_loop:
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lda FRAMEBUFFER+8 ; 3
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sta $5d0+2-1,x ; 5
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lda FRAMEBUFFER+9 ; 3
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sta $650+2-1,x ; 5
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dex ; 2
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bne fb36_loop ; 3
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; 2 + (40*(X*8)+5) -1 =
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; 2 + 40*(24+5) + -1 = 1161
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ldx #40 ; 2
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fb40_loop:
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lda FRAMEBUFFER+10 ; 3
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sta $6d0-1,x ; 5
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lda FRAMEBUFFER+11 ; 3
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sta $750-1,x ; 5
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lda FRAMEBUFFER+12 ; 3
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sta $7d0-1,x ; 5
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dex ; 2
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bne fb40_loop ; 3
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; -1
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rts ; 6
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.align $100
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.include "screen_split.s"
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;.include "deater.inc"
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background_hgr:
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.incbin "SB_BACKGROUNDC.BIN.lz4",11
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background_hgr_end:
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score_text:
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.byte 0,0
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.asciiz "LEVEL:6 LIVES:2 SCORE:001978 HI:002018"
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; Note on the distance calculations
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; we use something simplistic here
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; see http://www.extentofthejam.com/pseudo/
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; "Texture": 64?
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; 0 GREY 5,7,f,7,5,0,0,0
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; 1 0,0,0,0,0,0,0,0
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; 2 BLUE 2,6,f,6,2,0,0,0
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; 3 0,0,0,0,0,0,0,0
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; 4 GREEN 4,c,f,c,4,0,0,0
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; 5 0,0,0,0,0,0,0,0
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; 6 RED 1,b,f,b,1,0,0,0
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; 7 0,0,0,0,0,0,0,0
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.align 64
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raster_texture:
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.byte $5,$7,$f,$7,$5,$0,$0,$0 ; grey
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $2,$6,$f,$6,$2,$0,$0,$0 ; blue
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $4,$c,$f,$c,$4,$0,$0,$0 ; green
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.byte $0,$0,$0,$0,$0,$0,$0,$0
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.byte $1,$b,$f,$b,$1,$0,$0,$0 ; red
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.byte $0,$0,$0,$0,$0,$0,$0,$0,$0
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offset_lookup:
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; Linear
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; .byte 26,24,22,20,18,16,14,12,10, 8, 6, 4, 2,0
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.byte 29,24,20,16,13,10,8,6,4,3,2,1,0,0
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.align $100
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; 2 + 40*13 + 5 = 527
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setup_framebuffer:
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ldx #0 ; 2
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setup_fb_loop:
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lda offset_lookup,X ; 4
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clc ; 2
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adc FRAMEH ; 3
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and #$3f ; 2
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tay ; 2
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lda raster_texture,y ; 4
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asl ; 2
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asl ; 2
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asl ; 2
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asl ; 2
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;============
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; 25
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ora raster_texture+1,y ; 4
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sta FRAMEBUFFER,x ; zp ; 4
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inx ; 2
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cpx #13 ; 2
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bne setup_fb_loop ; 3
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;===========
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; 15
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; -1
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rts ; 6
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